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市场调查报告书
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1404546

XR(延展实境):市场占有率分析、产业趋势/统计、成长预测,2024-2029

Extended Reality (XR) - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts 2024 - 2029

出版日期: | 出版商: Mordor Intelligence | 英文 135 Pages | 商品交期: 2-3个工作天内

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简介目录

XR(延展实境)市场规模预计将在五年内从目前的 1,055.8 亿美元成长到 4,723.9 亿美元,预测期内复合年增长率为 34.94%。

扩充现实 (XR)-市场-IMG1

XR(延展实境)是AR(扩增实境)、VR(虚拟实境)、MR(混合实境)等身临其境型技术的新总称,也指这些技术有望创造的未来现实。包括。缩短人与人之间的距离和改善视觉资讯的需求不断增长是市场需求的主要驱动力。

主要亮点

  • 现场虚拟娱乐的概念正在世界各地传播。人们更喜欢使用科技来参加现场表演和活动的家庭娱乐。让消费者以互动方式体验现实世界的技术正在推动对现场音乐会、现场表演和体育赛事的巨大需求。
  • 此外,由于手势运算的日益采用、智慧型装置的小型化趋势、技术进步以及公司实施的各种成长策略,预计市场将在预测期内成长。
  • 随着小型化和智慧技术的进步,可整合到人体中的感测器和电子系统的数量将不断减少。智慧型设备和许多其他物联网应用正在推动小型化趋势。
  • 发展更广泛的受众是 XR 技术面临的最大挑战之一。现有的开发应用程式仅限于平板电脑、智慧型手机和穿戴式装置的一名使用者。我们需要开发一致且简化的多 XR 使用者体验,使其更易于使用。目前的市场情况需要增加此类解决方案的可用性,这对该行业的成长产生了重大的负面影响。
  • 由于 COVID-19 以及对员工安全的日益担忧,许多组织正在转向使用云端进行远端工作。这是 XR 需求背后的主要动机,它使我们能够在家中高效工作、参加虚拟会议并可视化商业氛围。

XR(延展实境)市场趋势

媒体和娱乐终端用户部分占据主要市场占有率

  • 几年来,媒体公司一直在探索使用 XR 技术作为讲述故事和广告媒介的新方式的潜力。透过与开发VR头戴装置的公司和广播 VR 活动的软体开发商合作,我们确定了建立 VR 内容的最佳方法。此外,有些公司已经开始投资VR公司。
  • XR 最大的行销潜力在于它与客户互动的能力,使公司能够在产品和服务之间建立情感连结。媒体公司可以受益于 XRP 支援的技术的效率来接触目标受众。 XR 应用程式可以真实地再现客户体验,从而提高互动性、参与度和吸引力。这使得数位代理商和媒体买家能够理解您的品牌。
  • VR 让球迷观看体育赛事直播并选择观看角度来近距离观看。这种身临其境型的体验让观众几乎可以坐在他们最喜欢的体育场座位上。 XR还允许球迷随时查看当前正在进行或已经发生的比赛的资料和分析。虚拟实境和替代现实游戏更多的是游戏世界的未来。根据 2023 年游戏开发者大会显示,全球整体36% 的游戏开发者正积极为 Meta Quest VR头戴装置开发游戏。
  • XR 在媒体和娱乐领域的成长受到多种因素的支持,包括 5G 的实施和采用、以合理的成本提供技术上可行的硬体以及技术成熟度。随着使用 5G 网路的时间关键型通讯的出现,一些 XR 处理和功能可以卸载到边缘云端,从而使头戴式显示器变得更轻、更具成本效益,从而使用户能够改善您的体验。
扩充现实 (XR)-市场-IMG2

北美占最大市场占有率

  • 由于多家公司正在进行大量投资以创新市场,预计北美 XR 市场​​将在预测期内显着成长。
  • 美国是世界上最大的市场之一,也是许多致力于这项技术的公司的所在地。该地区的需求量很大,因为它对技术的了解程度很高,而且连接设备的操作也很方便。微软的AR Hololens首次在美国和加拿大推出,全国用户反应良好。
  • 人们也预计该地区将占有重要的市场占有率。美国政府已经发展出直接和间接的方式来使用这些技术来支持创新和促进繁荣。美国国务院外交培训学院也将虚拟实境作为某些培训课程的教育工具。此外,正在实施各种 AR 和 VR 培训计划,以培养当地劳动力和管理污水。由于其丰富的技术潜力和容易可得性的资源,该地区预计还将主导市场,对先进现实设备的强劲需求。许多地区公司正在将创新技术应用于 AR 和 VR 穿戴式装置。
  • 当地通讯业者也努力吸引新客户使用其5G网路。因此,这些区域提供者正在软体和平台上进行投资和创新,以利用即将推出的 5G 技术来开发 AR 应用程式。

XR(延展实境)产业概述

XR(延展实境)市场高度分散,主要参与者包括 Qualcomm Technologies Inc.、Accenture PLC、SoftServe Inc.、SphereGen Technologies LLC 和 Northern Digital Inc.。市场参与者正在采取联盟、创新、投资、併购和收购等策略来加强其产品供应并获得永续的竞争优势。

其他福利:

  • Excel 格式的市场预测 (ME) 表
  • 3 个月分析师支持

目录

第一章简介

  • 研究假设和市场定义
  • 调查范围

第二章调查方法

第三章执行摘要

第四章市场洞察

  • 市场概况
  • 产业吸引力——波特五力
    • 供应商的议价能力
    • 消费者议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争公司之间的敌对关係
  • 技术简介
  • COVID-19 对市场的影响

第五章市场动态

  • 市场驱动因素
    • 越来越多地采用基于手势的计算
    • 智慧型设备小型化趋势日益明显
  • 市场抑制因素
    • 实施过程在技术和成本方面的复杂性
    • 实施成本高且容易遭受网路攻击

第六章市场区隔

  • 按解决方案
    • 消费者参与
    • 商业参与
  • 按申请
    • VR(虚拟实境)
    • AR(扩增实境)
    • MR(混合实境)
  • 按最终用户产业
    • 教育
    • 零售
    • 工业/製造业
    • 卫生保健
    • 媒体娱乐
    • 其他的
  • 按地区
    • 北美洲
    • 欧洲
    • 亚太地区
    • 其他地区

第七章竞争形势

  • 公司简介
    • Qualcomm Technologies Inc.
    • Accenture PLC
    • SoftServe Inc.
    • SphereGen Technologies LLC
    • Northern Digital Inc.
    • Microsoft Corporation
    • Softweb Solutions Inc.(Avnet Inc.)
    • Tata Elxsi Limited
    • Varjo Technologies Oy
    • Talespin Reality Labs Inc.

第八章投资分析

第9章市场的未来

简介目录
Product Code: 66879
Extended Reality (XR) - Market - IMG1

The Extended Reality (XR) Market size is expected to grow from USD 105.58 billion in the current year to USD 472.39 billionin five years, registering a CAGR of 34.94% during the forecast period.

Extended reality is a new umbrella term for immersive technology, including Augmented Reality, Virtual Reality, and Mixed Reality, which will include additional future realities expected to be created by these technologies. Increased demand for shorter distances among individuals and improved visual information are the main drivers of market need.

Key Highlights

  • The idea of live virtual entertainment is spreading all over the world. People prefer at-home entertainment using technologies to attend live shows or events. The demand for Live Concerts, Live Shows, and Sports has grown substantially due to technologies enabling consumers to experience the real world interactively.
  • In addition, the market is expected to grow over the forecast period, due to by increased adoption of gesture computing, a trend in miniaturization for intelligent devices, technological progress, and different growth strategies implemented by companies.
  • With the advancement of miniaturization and smart technology, sensors and electronic systems that could be incorporated into a person's body will continue to shrink. Smart devices and many other Internet of Things applications drive the miniaturization trend.
  • Training a more extensive audience is one of the biggest problems with XR technology. Existing development applications are restricted to a single user for tablets, smartphones, and wearables. Multi-XR user experiences, consistent and simplified, need to be developed to be more accessible. In the current market scenario, there is a need for more availability of these solutions, which significantly negatively impacts industry growth.
  • Due to COVID-19 and the rising concerns about worker safety, many organizations have switched to remote working using the cloud. This is the primary motivator behind the need for XR, which allows people to work efficiently from home, join virtual meetings, and visualize a business atmosphere.

Extended Reality (XR) Market Trends

Media and Entertainment End User Segment Holds Significant Market Share

  • Media companies have explored the possibility of using XR technology as a new way to tell stories and as an advertising outlet for several years. They've been working in partnership with companies that create virtual reality headsets and software developers who are broadcasting VR events so they can determine the best ways to build content for Virtual Reality. In addition, investment in VR firms has begun to be made by some companies.
  • The ability to engage with customers, which allows companies to create emotional links between products and services, constitutes the most significant marketing potential of the XR. Media companies could benefit from the efficiency of XRPowered Technology in reaching their target audience. XR applications allow a customer's experience to be played out in real life, increasing interactivity, engagement, and appeal. This makes it possible for digital agencies and buyers of media to feel emotionally attached to their brands.
  • Virtual reality allows fans to watch live sports and choose viewing angles so that they can see them up close. With this immersive experience, viewers can virtually sit in their favorite stadium seats. XR also allows fans to view data and analyses of the games that are currently in progress or have already been played at any time. Virtual reality and alternative reality gaming are more visions of the future in the gaming world. According to the Game Developers Conference 2023, 36% of responding game developers globally are actively developing games for the Meta Quest virtual reality headset.
  • The growth of expanded reality in both media and entertainment is supported by a number of factors, e.g., 5G's implementation and adoption, access to technically feasible hardware at reasonable costs, and technology maturity. With the advent of Time Critical Communication using 5G networks, it is possible to reduce parts of XR's processing and function in the edge cloud and improve user experiences by making head-mounted displays lighter and more cost-effective.
Extended Reality (XR) - Market - IMG2

North America Holds Largest Market Share

  • Given the considerable investments made by several companies in market innovation, the North American region for an extended reality market will be significantly growing over the forecast period.
  • The United States is one of the world's largest markets for highly innovative virtual reality, AR, VR, and mixed reality, MR. The United States is the home country of many companies working on this technology. The region is very firmly in demand because of its high exposure to technology and the ease with which connected devices are operated. Users nationwide have responded positively to Microsoft's augmented reality, Hololens, first available in the United States and Canada.
  • There is also the expectation that this region will hold a significant market share. The US government has developed direct and indirect ways of using these technologies to assist innovation and foster prosperity. In addition, virtual reality has been introduced as an educational tool for specific training by the State Department's Foreign Service Institute. Moreover, various AR and VR training programs have been implemented to develop local workforces and manage wastewater. The region will also dominate the market due to its rich technical potential and easy availability of resources, which have led to a strong demand for advanced reality devices. Innovative technology is being deployed by many regional businesses for AR and VR wearable devices.
  • As a way of attracting new customers to the use of their 5G network, regional telecommunications operators are also working hard. Therefore, by exploiting the forthcoming 5G technology, these regional providers are investing and innovating in software and platforms to develop AR applications.

Extended Reality (XR) Industry Overview

The extended reality (XR) market is highly fragmented with the presence of major players like Qualcomm Technologies Inc., Accenture PLC, SoftServe Inc., SphereGen Technologies LLC, and Northern Digital Inc. Players in the market are adopting strategies such as partnerships, innovations, investments, mergers, and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In January 2023, Sphere, previously known as holo|one, announced the introduction of its newest software, which includes features expected to transform the game into extended reality (XR). This announcement puts the firm as the first to fully realize the possibilities of immersive cooperation by merging the power of XR with cutting-edge translation technology.

In December 2022, Accenture invested through Accenture Ventures in BehaVR, one of the leading innovators in virtual reality (VR) digital therapeutics experiences and digital wellness, and d. The merger with Oxford and the spin-out of OXFORD university, a VR leader in science-based Virtual Reality treatments for severe mental illness, have also been announced by BehaVR.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter Five Forces
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Technology Snapshot
  • 4.4 Impact of COVID-19 on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Adoption of Gesture-Based Computing
    • 5.1.2 Growing Trend of Miniaturization in Smart Devices
  • 5.2 Market Restraints
    • 5.2.1 Complexity in the Implementation Process in Terms of Technology and Cost
    • 5.2.2 Vulnerability for Cyber Attacks, along with the High Cost of Implementation

6 MARKET SEGMENTATION

  • 6.1 By Solution
    • 6.1.1 Consumer Engagement
    • 6.1.2 Business Engagement
  • 6.2 By Application
    • 6.2.1 Virtual Reality (VR)
    • 6.2.2 Augmented Reality (AR)
    • 6.2.3 Mixed Reality (MR)
  • 6.3 By End-user Industry
    • 6.3.1 Education
    • 6.3.2 Retail
    • 6.3.3 Industrial and Manufacturing
    • 6.3.4 Healthcare
    • 6.3.5 Media and Entertainment
    • 6.3.6 Other End-user Industries
  • 6.4 By Geography
    • 6.4.1 North America
    • 6.4.2 Europe
    • 6.4.3 Asia Pacific
    • 6.4.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Qualcomm Technologies Inc.
    • 7.1.2 Accenture PLC
    • 7.1.3 SoftServe Inc.
    • 7.1.4 SphereGen Technologies LLC
    • 7.1.5 Northern Digital Inc.
    • 7.1.6 Microsoft Corporation
    • 7.1.7 Softweb Solutions Inc. (Avnet Inc.)
    • 7.1.8 Tata Elxsi Limited
    • 7.1.9 Varjo Technologies Oy
    • 7.1.10 Talespin Reality Labs Inc.

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET